Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Your Personal "3.75"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="delericho" data-source="post: 4036475" data-attributes="member: 22424"><p>There are plenty of things that I would change about 3.5e to produce my 'ideal' game. Some of these are quite minor, while others are very significant. Some of them are being addressed by 4e, but often in ways I just don't like.</p><p></p><p>Unfortunately, the net effect of all of these changes is that the whole game would need fairly carefully re-balanced, and that's not an amount of work that I really want to go through. It's pretty much a new system by the time I'd be done with it... and then my group's resident power-gamer would probably break it within half an hour.</p><p></p><p>Some of the highlights, though:</p><p></p><p>- Re-balance for per-encounter play. And no mix of at-will/per-encounter/per-day powers, since I fully expect that to just move the fight/rest cycle from "we rest when the Cleric is out of healing" to "we rest once we've used all our per-day powers".</p><p></p><p>- Remove the need for the 'big six'. Some of these bonuses should be inherent to the character; some should just be removed. I'm inclined to keep armour +X and weapons +Y, though, since they're just so iconic.</p><p></p><p>- Remove the battle-mat. Sure, 3.5e doesn't require the mat for play, but it generally works better with it. At this point, I would prefer a game that works better without the mat.</p><p></p><p>- Each character will have a Mana Pool (I'd call it something else, though). Each class would give out some Mana at each level, modified by the character's Cha. Mana is then used to do "anything impossible", be that casting a spell, using a class feature, or activating a magic item. In general, characters will start encounters with <em>half</em> their maximum Mana, and will need to use almost all of it to cast their most powerful spell. Of course, casting that spell will usually be an encounter-winner, so there's a trade-off there - do you cast weaker spells for the duration of the combat, or do you spend time gathering Mana before firing the big gun?</p><p></p><p>- Conveniently, the Mana pool also allows me to solve the "save or die" problem - spells such as petrification can attack a character's Mana, and take full effect once it is exhausted.</p><p></p><p>- Pull in saves-as-defences, second wind, combat advantage, the bloodied condition, and a few other things from 4e. Pull in the condition track from SWSE.</p><p></p><p>- Ability damage remains, but as with hit point damage it does not impact on a character's effectiveness until any attribute hits 0. Instead, a character who takes any ability damage moves down the condition track.</p><p></p><p>There's more, but this post is too long already.</p></blockquote><p></p>
[QUOTE="delericho, post: 4036475, member: 22424"] There are plenty of things that I would change about 3.5e to produce my 'ideal' game. Some of these are quite minor, while others are very significant. Some of them are being addressed by 4e, but often in ways I just don't like. Unfortunately, the net effect of all of these changes is that the whole game would need fairly carefully re-balanced, and that's not an amount of work that I really want to go through. It's pretty much a new system by the time I'd be done with it... and then my group's resident power-gamer would probably break it within half an hour. Some of the highlights, though: - Re-balance for per-encounter play. And no mix of at-will/per-encounter/per-day powers, since I fully expect that to just move the fight/rest cycle from "we rest when the Cleric is out of healing" to "we rest once we've used all our per-day powers". - Remove the need for the 'big six'. Some of these bonuses should be inherent to the character; some should just be removed. I'm inclined to keep armour +X and weapons +Y, though, since they're just so iconic. - Remove the battle-mat. Sure, 3.5e doesn't require the mat for play, but it generally works better with it. At this point, I would prefer a game that works better without the mat. - Each character will have a Mana Pool (I'd call it something else, though). Each class would give out some Mana at each level, modified by the character's Cha. Mana is then used to do "anything impossible", be that casting a spell, using a class feature, or activating a magic item. In general, characters will start encounters with [i]half[/i] their maximum Mana, and will need to use almost all of it to cast their most powerful spell. Of course, casting that spell will usually be an encounter-winner, so there's a trade-off there - do you cast weaker spells for the duration of the combat, or do you spend time gathering Mana before firing the big gun? - Conveniently, the Mana pool also allows me to solve the "save or die" problem - spells such as petrification can attack a character's Mana, and take full effect once it is exhausted. - Pull in saves-as-defences, second wind, combat advantage, the bloodied condition, and a few other things from 4e. Pull in the condition track from SWSE. - Ability damage remains, but as with hit point damage it does not impact on a character's effectiveness until any attribute hits 0. Instead, a character who takes any ability damage moves down the condition track. There's more, but this post is too long already. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Your Personal "3.75"
Top